#version 150

#moj_import <light.glsl>
#moj_import <vsh_util.glsl>
#moj_import <ortho_config.glsl>

in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV1;
in ivec2 UV2;
in vec3 Normal;

uniform sampler2D Sampler1;
uniform sampler2D Sampler2;

uniform mat4 ModelViewMat;
uniform mat4 ProjMat;

uniform vec3 Light0_Direction;
uniform vec3 Light1_Direction;

out float vertexDistance;
out vec4 vertexColor;
out vec4 lightMapColor;
out vec4 overlayColor;
out vec2 texCoord0;
out vec4 normal;
out vec3 viewPos;
out mat4 aProjMat;

void main() {
    // Skip GUI
    if (!isGUI(ProjMat)) {
        mat4 OrthoMat = getOrthoMat(ProjMat, ZOOM);
        gl_Position = OrthoMat * ModelViewMat * vec4(Position, 1.0);
        normal = OrthoMat * ModelViewMat * vec4(Normal, 0.0);
    } else {
        gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
        normal = ProjMat * ModelViewMat * vec4(Normal, 0.0);
    }

    vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
    vertexColor = minecraft_mix_light(Light0_Direction, Light1_Direction, Normal, Color);
    lightMapColor = texelFetch(Sampler2, UV2 / 16, 0);
    overlayColor = texelFetch(Sampler1, UV1, 0);
    texCoord0 = UV0;
    viewPos = Position;
    aProjMat = ProjMat;
}
